It's not sensible to use timescale to fast-forward the game because:
- it will result in too large steps per tick for any of the game logic to work correctly
- even if the engine did additional steps to compensate, running at 100x speed will require 100x the system resources - so you will hit the system hard locking the CPU on maximum usage, and likely not get close to 100x speed as a result. (e.g. if your game uses 10% cpu, this approach could only let you speed up to 10x before you run out of CPU time to go any faster)
The solution, as with most things in games, is to fake it. Just use 'set position' or use some other kind of effect to advance the game faster. The user likely cannot actually follow what's happening at 100x speed anyway, so you just need to make it look convincing while moving the player far ahead enough to save them time.